webgl实现canvas漂浮小球随波逐流动画效果代码
代码语言:html
所属分类:粒子
代码描述:webgl实现canvas漂浮小球随波逐流动画效果代码
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<html lang="en"><head> <meta charset="UTF-8"> <style> body { background: #666; margin: 0; overflow: hidden; } canvas { height: 100vh; width: 100vw; touch-action: none; } .osc { left: 0px; position: fixed; top: 0px; } .button { position: fixed; z-index: 10; right: 0; bottom: 0; } .controls { position: fixed; z-index: 10; left: 0; bottom: 0; } .playpause { background: #AAB; padding: 10px; } .playpause label { display: block; box-sizing: border-box; width: 0; height: 20px; cursor: pointer; border-color: transparent transparent transparent #202020; transition: 100ms all ease; will-change: border-width; border-style: double; border-width: 0px 0 0px 20px; } .playpause input[type='checkbox'] { visibility: hidden; } .playpause.checked label { border-style: double; border-width: 0px 0 0px 20px; } .playpause label { border-style: solid; border-width: 10px 0 10px 20px; } /* } */ </style> </head> <body > <script id="vertexShader_particle" type="x-shader/x-vertex"> attribute vec4 a_position; attribute vec3 a_colour; attribute vec2 a_reference; uniform vec2 u_resolution; uniform sampler2D b_velocity; uniform sampler2D b_position; varying vec3 v_colour; varying float v_fogDepth; vec3 palette( in float t, in vec3 a, in vec3 b, in vec3 c, in vec3 d ) { return a + b*cos( 6.28318*(c*t+d) ); } float rand(vec2 n) { return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } vec3 hsv2rgb(vec3 c) { vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); } void main() { vec2 position = texture2D(b_position, a_reference).xy; vec2 velocity = texture2D(b_velocity, a_reference).xy; float l = length(velocity); vec4 pos = vec4(position / u_resolution * 2. - 1., 0., 1.); gl_Position = pos; gl_PointSize = 15.; v_colour = palette( length(a_reference)-l*.2, vec3(.6), vec3(.6), vec3(1.0,1.0,1.+l*.3), vec3(0.5,0.20,0.25) ); } </script> <script id="vertexShader_buffer" type="x-shader/x-vertex">attribute vec4 a_position; uniform mat4 u_modelViewMatrix; uniform mat4 u_projectionMatrix; void main() { gl_Position = a_position; } </script> <script id="fragmentShader_velocity" type="x-shader/x-fragment"> #extension GL_OES_standard_derivatives : enable precision highp float; #define PI 3.141592653589793 #define HPI 1.5707963267948966 #define TAU 6.283185307179586 #define G 0.67408 uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform sampler2D s_noise; uniform sampler2D b_velocity; uniform sampler2D b_position; // Simplex 3D Noise // by Ian McEwan, Ashima Arts // vec4 permute(vec4 x){return mod(((x*34.0)+1.0)*x, 289.0);} vec4 taylorInvSqrt(vec4 r){return 1.79284291400159 - 0.85373472095314 * r;} float rand(float n){return fract(sin(n) * 43758.5453123);} float rand(vec2 n) { return fract(sin(dot(n, vec2(12.9898, 4.1414))) * 43758.5453); } float snoise(vec3 v){ const vec2 C = vec2(1.0/6.0, 1.0/3.0) ; const vec4 D = vec4(0.0, 0.5, 1.0, 2.0); // First corner vec3 i = floor(v + dot(v, C.yyy) ); vec3 x0 = v - i + dot(i, C.xxx) ; // Other corners vec3 g = step(x0.yzx, x0.xyz); vec3 l = 1.0 - g; vec3 i1 = min( g.xyz, l.zxy ); vec3 i2 = max( g.xyz, l.zxy ); // x0 = x0 - 0. + 0.0 * C vec3 x1 = x0 - i1 + 1.0 * C.xxx; vec3 x2 = x0 - i2 + 2.0 * C.xxx; vec3 x3 = x0 - 1. + 3.0 * C.xxx; // Permutations i = mod(i, 289.0 ); vec4 p = permute( permute( permute( i.z + vec4(0.0, i1.z, i2.z, 1.0 )) + i.y + vec4(0.0, i1.y, i2.y, 1.0 )) + i.x + vec4(0.0, i1.x, i2.x, 1.0 )); // Gradients // ( N*N points uniformly over a square, mapped onto an octahedron.) float n_ = 1.0/7.0; // N=7 vec3 ns = n_ * D.wyz - D.xzx; vec4 j = p - 49.0 * floor(p * ns.z *ns.z); // mod(p,N*N) vec4 x_ = floor(j * ns.z); vec4 y_ = floor(j - 7.0 * x_ ); // mod(j,N) vec4 x = x_ *ns.x + ns.yyyy; vec4 y = y_ *ns.x + ns.yyyy; vec4 h = 1.0 - abs(x) - abs(y); vec4 b0 = vec4( x.xy, y.xy ); vec4 b1 = vec4( x.zw, y.zw ); vec4 s0 = floor(b0)*2.0 + 1.0; vec4 s1 = floor(b1)*2.0 + 1.0; vec4 sh = -step(h, vec4(0.0)); vec4 a0 = b0.xzyw + s0.xzyw*sh.xxyy ; vec4 a1 = b1.xzyw + s1.xzyw*sh.zzww ; vec3 p0 = vec3(a0.xy,h.x); vec3 p1 = vec3(a0.zw,h.y); vec3 p2 = vec3(a1.xy,h.z); vec3 p3 = vec3(a1.zw,h.w); //Normalise gradients vec4 norm = taylorInvSqrt(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0); m = m * m; return 42.0 * dot( m*m, vec4( dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3) ) ); } float noise21(vec2 n) { const vec2 d = vec2(0.0, 1.0); vec2 b = floor(n), f = smoothstep(vec2(0.0), vec2(1.0), fract(n)); return mix(mix(rand(b), rand(b + d.yx), f.x), mix(rand(b + d.xy), rand(b + d.yy), f.x), f.y); } void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; vec2 position = texture2D(b_position, uv).xy; vec2 velocity = texture2D(b_velocity, uv).xy; float a = snoise(vec3(position*.002, u_time - floor(u_time*5.) * 20.)) * (3.14159 * 2.) + noise21(position)*5.; float c = cos(a); float s = sin(a); velocity = velocity * .99 + vec2(c, s) * .1; if(length(velocity) > 2.) velocity = normalize(velocity)*2.; gl_FragColor = vec4(velocity, 0., 1.0); } </script> <script id="fragmentShader_position" type="x-shader/x-fragment"> #extension GL_OES_standard_derivatives : enable precision highp float; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform sampler2D s_noise; uniform vec2 u_screen; uniform sampler2D b_velocity; uniform sampler2D b_position; void main() { vec2 uv = gl_FragCoord.xy / u_resolution.xy; vec2 position = texture2D(b_position, uv).xy; vec2 velocity = texture2D(b_velocity, uv).xy; vec2 pos = position+velocity*.99; if(pos.x > u_screen.x + 20.) pos.x = -10.; else if(pos.x < -20.) pos.x = u_screen.x + 10.; if(pos.y > u_screen.y + 20.) pos.y = -10.; else if(pos.y < -20.) pos.y = u_screen.y + 10.; gl_FragColor = vec4(pos, 0., 1.0); } </script> <script id="fragmentShader_particle" type="x-shader/x-fragment"> #extension GL_OES_standard_derivatives : enable precision highp float; uniform vec2 u_resolution; uniform vec2 u_mouse; uniform float u_time; uniform sampler2D s_noise; uniform sampler2D b_prime; uniform sampler2D b_position; varying vec3 v_colour; varying float v_fogDepth; const vec3 oneVector = vec3(1.0, 1.0, 1.0); const vec3 lightPosition = vec3(-.5, -.5, 2.); vec2 getScreenSpace() { vec2 uv = (gl_FragCoord.xy - 0.5 * u_resolution.xy) / min(u_resolution.y, u_resolution.x); return uv; } void main() { vec2 uv = gl_PointCoord.xy - .5; vec2 s = gl_FragCoord.xy / u_resolution.xy; gl_FragColor = vec4(0, 0, 0, 1); float l = length(uv); float opacity = smoothstep(.5, 0.45, l); if(opacity < .1) discard; float normalizedDepth = sqrt(1.0 - l * l); // Current depth float depthOfFragment = 0.5 * normalizedDepth; // float currentDepthValue = normalizedViewCoordinate.z - depthOfFragment - 0.0025; float currentDepthValue = (1. - depthOfFragment - 0.0025); // Calculate the lighting normal for the sphere vec3 normal = normalize(vec3(uv, normalizedDepth)); vec3 finalSphereColor = v_colour; // vec3 ref = reflect(vec3(0,0,-1), normal); vec3 ref = reflect(normalize(lightPosition), normal); float amb = clamp( 0.5+0.5*normal.y, 0.0, 1.0 ); float dif = clamp( dot( ref, normalize(vec3(0) - vec3(uv, normalizedDepth)) ), 0.0, 1.0 ); float bac = clamp( dot( normal, normalize(vec3(-lightPosition.x,0.0,-lightPosition.z))), 0.0, 1.0 )*clamp( 1.0-uv.y,0.0,1.0); //float dom = smoothstep( -0.1, 0.1, ref.y ); // float.........完整代码请登录后点击上方下载按钮下载查看
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